- * constant determined by the properties of the surrounding fluids (air)\r
- * achievement of cloth effects through try out\r
- * */\r
- let a = 0.01;\r
- \r
- let velocity = new THREE.Vector3(\r
- (this.previousPositions[vertexIndex].x - vertex.x) / dt,\r
- (this.previousPositions[vertexIndex].y - vertex.y) / dt,\r
- (this.previousPositions[vertexIndex].z - vertex.z) / dt\r
- );\r
-\r
- //console.log(velocity, vertex, this.previousPositions[vertexIndex]);\r
-\r
- let fAirResistance = velocity.multiply(velocity).multiplyScalar(-a);\r
- \r
- let springSum = new THREE.Vector3(0, 0, 0);\r
-\r
- // Get the bounding springs and add them to the needed springs\r
- // TODO: optimize\r
-\r
- const numPointsX = 10;\r
- const numPointsY = 10;\r
- const numFacesX = numPointsX - 1;\r
- const numFacesY = numPointsY - 1;\r
-\r
- function getFaceIndex(x, y) {\r
- return y * numFacesX + x;\r
- }\r
-\r
- let indexX = vertexIndex % numPointsX;\r
- let indexY = Math.floor(vertexIndex / numPointsX);\r
-\r
- let springs = [];\r
-\r
- // 0 oben\r
- // 1 links\r
- // 2 oben links -> unten rechts diagonal\r
- // 3 oben rechts -> unten links diagonal\r
- // 4 rechts\r
- // 5 unten\r
-\r
- let ul = indexX > 0 && indexY < numPointsY - 1;\r
- let ur = indexX < numPointsX - 1 && indexY < numPointsY - 1;\r
- let ol = indexX > 0 && indexY > 0;\r
- let or = indexX < numPointsX - 1 && indexY > 0;\r
-\r
- if (ul) {\r
- let faceUL = this.faces[getFaceIndex(indexX - 1, indexY)];\r
- springs.push(faceUL.springs[3]);\r
- if (!ol)\r
- springs.push(faceUL.springs[0]);\r
- springs.push(faceUL.springs[4]);\r
- }\r
- if (ur) {\r
- let faceUR = this.faces[getFaceIndex(indexX, indexY)];\r
- springs.push(faceUR.springs[2]);\r
- if (!or)\r
- springs.push(faceUR.springs[0]);\r
- if (!ul)\r
- springs.push(faceUR.springs[1]);\r
- }\r
- if (ol) {\r
- let faceOL = this.faces[getFaceIndex(indexX - 1, indexY - 1)];\r
- springs.push(faceOL.springs[2]);\r
- springs.push(faceOL.springs[4]);\r
- springs.push(faceOL.springs[5]);\r
- }\r
- if (or) {\r
- let faceOR = this.faces[getFaceIndex(indexX , indexY - 1)];\r
- springs.push(faceOR.springs[3]);\r
- if (!ol)\r
- springs.push(faceOR.springs[1]);\r
- springs.push(faceOR.springs[5]);\r
- }\r
-\r
- for (let spring of springs) {\r
- let springDirection = spring.getDirection(this.geometry.vertices);\r
-\r
- if (spring.index1 == vertexIndex)\r
- springDirection.multiplyScalar(-1);\r
-\r
- springSum.add(springDirection.multiplyScalar(k * (spring.restLength - spring.currentLength)));\r